Unity3d使用Socket与java服务器通信

---------------------------客户端----------------------------------------

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using UnityEngine;


/*
 * 
 *Socket客户端通信类
 * 
 * lm
 */
public class SocketHelper
{

    private static SocketHelper socketHelper=new SocketHelper();

    private Socket socket;


    //饿汉模式
    public static SocketHelper GetInstance()
    {
        return socketHelper;
    }

    private SocketHelper() {

        //采用TCP方式连接
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        //服务器IP地址
        IPAddress address = IPAddress.Parse("127.0.0.1");

        //服务器端口
        IPEndPoint endpoint = new IPEndPoint(address,8000);

        //异步连接,连接成功调用connectCallback方法
        IAsyncResult result = socket.BeginConnect(endpoint, new AsyncCallback(ConnectCallback), socket);

        //这里做一个超时的监测,当连接超过5秒还没成功表示超时
        bool success = result.AsyncWaitHandle.WaitOne(5000, true);
        if (!success)
        {
            //超时
            Closed();
            Debug.Log("connect Time Out");
        }
        else
        {
            //与socket建立连接成功,开启线程接受服务端数据。
            Thread thread = new Thread(new ThreadStart(ReceiveSorket));
            thread.IsBackground = true;
            thread.Start();
        }

    }

    private void ConnectCallback(IAsyncResult asyncConnect)
    {
        Debug.Log("connect success");
    }

    private void ReceiveSorket()
    {
        //在这个线程中接受服务器返回的数据
        while (true)
        {

            if (!socket.Connected)
            {
                //与服务器断开连接跳出循环
                Debug.Log("Failed to clientSocket server.");
                socket.Close();
                break;
            }
            try
            {
                //接受数据保存至bytes当中
                byte[] bytes = new byte[4096];
                //Receive方法中会一直等待服务端回发消息
                //如果没有回发会一直在这里等着。
                int i = socket.Receive(bytes);
                if (i <= 0)
                {
                    socket.Close();
                    break;
                }
                Debug.Log(System.Text.Encoding.Default.GetString(bytes));
            }
            catch (Exception e)
            {
                Debug.Log("Failed to clientSocket error." + e);
                socket.Close();
                break;
            }
        }
    }



    //关闭Socket
    public void Closed()
    {
        if (socket != null && socket.Connected)
        {
            socket.Shutdown(SocketShutdown.Both);
            socket.Close();
        }
        socket = null;
    }



    //向服务端发送一条字符串
    //一般不会发送字符串 应该是发送数据包
    public void SendMessage(string str)
    {
        byte[] msg = Encoding.UTF8.GetBytes(str);

        if (!socket.Connected)
        {
            socket.Close();
            return;
        }
        try
        {
            IAsyncResult asyncSend = socket.BeginSend(msg, 0, msg.Length, SocketFlags.None, new AsyncCallback(SendCallback), socket);
            bool success = asyncSend.AsyncWaitHandle.WaitOne(5000, true);
            if (!success)
            {
                socket.Close();
                Debug.Log("Failed to SendMessage server.");
            }
        }
        catch
        {
            Debug.Log("send message error");
        }
    }



    private void SendCallback(IAsyncResult asyncConnect)
    {
        Debug.Log("send success");
    }


}

----------------------------------服务器-------------------------------------------------

package org.u3d.server;

import java.io.BufferedInputStream;
import java.io.IOException;
import java.net.ServerSocket;
import java.net.Socket;


/**
 * 
 * unity3d 服务端
 * 
 * 
 * 
 * @author lm
 *
 */
public class U3dServer implements Runnable {

	public void run() {
		
		ServerSocket u3dServerSocket = null;

		while(true){
			
			try {
				
				u3dServerSocket=new ServerSocket(8000);
				
				System.out.println("u3d服务已经启动,监听8000端口");
				
				while (true) {
					Socket socket = u3dServerSocket.accept();
					System.out.println("客户端接入");
					new RequestReceiver(socket).start();
				}
				
				
			} catch (IOException e) {
				System.err.println("服务器接入失败");
				if (u3dServerSocket != null) {
					try {
						u3dServerSocket.close();
					} catch (IOException ioe) {
					}
					u3dServerSocket = null;
				}
			}
			
			// 服务延时重启
			try {
				Thread.sleep(5000);
			} catch (InterruptedException e) {

			}
			
		}
		
		
	}
	
	
	
	/**
	 * 客户端请求接收线程
	 * @author lm
	 *
	 */
	class RequestReceiver extends Thread {

		/** 报文长度字节数 */
		private int messageLengthBytes = 1024;

		private Socket socket;

		/** socket输入处理流 */
		private BufferedInputStream bis = null;
		

		public RequestReceiver(Socket socket) {
			this.socket = socket;
		}

		@Override
		public void run() {
			try {
				bis = new BufferedInputStream(socket.getInputStream());
				byte[] buf = new byte[messageLengthBytes];
				
				/**
				 * 在Socket报文传输过程中,应该明确报文的域
				 */
				while (true) {
			
					/*
					 * 这种业务处理方式是根据不同的报文域,开启线程,采用不同的业务逻辑进行处理
					 * 依据业务需求而定 
					 */
					//new RequestHandler(socket, buf).start(); 
					bis.read(buf);
					System.out.println(new String(buf,"utf-8"));
					Message msg=new GeneralMessage("i am server");
					msg.write(socket.getOutputStream());
				}
				
			} catch (IOException e) {
				System.err.println("读取报文出错");
			} finally {
				if (socket != null) {
					try {
						socket.close();
					} catch (IOException e) {
					}
					socket = null;
				}
			}
			
		}
	}
	
	
	/**
	 * 描述: 请求处理器
	 * 
	 */
/*	class RequestHandler extends Thread {


		

	}
*/

}

<pre name="code" class="java">public class U3dApplication {
	
	private static U3dApplication instance = null;

	private boolean stop;

	private U3dApplication() {
	}

	public static synchronized U3dApplication getApplication() {
		if (instance == null) {
			instance = new U3dApplication();
		}
		return instance;
	}
	
	public void start() {
		init();
		new Thread(new U3dServer(), "U3d Server").start();

		while (!stop) {
			try {
				Thread.sleep(1000);
			} catch (InterruptedException e) {
			}
		}
	}
	
	/**
	 * @param args
	 */
	public static void main(String[] args) {
		Runtime.getRuntime().addShutdownHook(new Thread() {
			@Override
			public void run() {
				getApplication().stopMe();
			}
		});
		getApplication().start();
	}
	
	public void stopMe() {
		System.out.println("系统即将关闭...");
	}
	
	
	/**
	 * 初始化系统
	 */
	private void init() {
		
	}

}


 


评论 4
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值